#AREA GspaceQuest~ #VERSION 1 #AUTHOR Gohan~ #RANGES 0 0 0 0 $ #FLAGS 1 #ECONOMY 0 0 #CLIMATE 2 2 2 #MOBILES #6000 holding cell~ Holding Cell Mob~ A Holding Cell Mob. ~ ~ 77594627 0 0 S 10 0 0 0d0+0 0d0+0 0 0 112 112 0 > speech_prog p unlock cell 1~ mea $n &YYou hear a loud hiss as the door slides open.&D mer $n &YYou hear a loud hiss as the door slides open.&D unlock nw op nw ~ > speech_prog p unlock cell 2~ mea $n &YYou hear a loud hiss as the door slides open.&D mer $n &YYou hear a loud hiss as the door slides open.&D unlock sw op sw ~ > speech_prog p unlock cell 3~ mea $n &YYou hear a loud hiss as the door slides open.&D mer $n &YYou hear a loud hiss as the door slides open.&D unlock w op w ~ > speech_prog p release me~ unlock ne op ne ~ | #6001 storage~ Storage Mob~ Storage Mob. ~ ~ 75497475 0 0 S 1 0 0 0d0+0 0d0+0 0 0 112 112 0 > speech_prog p open~ unlock n op n ~ > speech_prog p 677389002~ unlock s op s ~ | #6002 captain door~ Captain Door Mob~ Captain Door Mob. ~ ~ 75497475 0 0 S 1 0 0 0d0+0 0d0+0 0 0 112 112 0 > speech_prog p 7003682~ unlock e op e ~ > speech_prog p open~ unlock w op w ~ | #6003 drake~ Drake~ A man stands here. ~ ~ 3 0 0 C 1 0 0 0d0+0 0d0+0 0 1500000000 112 112 0 25 25 25 25 25 13 25 0 0 0 0 0 0 3 0 0 1 1 3 0 0 0 0 0 0 0 0 #6004 drake2~ Drake~ A man stands here. ~ ~ 3 0 0 C 1 0 0 0d0+0 0d0+0 0 1500000000 112 112 0 25 25 25 25 25 13 25 0 0 0 0 0 0 3 0 0 1 1 3 0 0 0 0 0 0 0 0 > death_prog 100~ if inroom($i) == 6055 say I'm sorry! say I-I-I-I didn't mean it! say If you get me to the docking bay to wait for my ride I will give say you my armor. mpmload 6004 else endif ~ > fight_prog 30~ eat bean ~ | #6005 attack android~ A Android~ A Android stands here. ~ ~ 3 0 0 C 1 0 0 0d0+0 0d0+0 0 1500000000 112 112 0 25 25 25 25 25 13 25 0 0 0 0 0 0 3 0 0 1 1 2 0 0 0 0 0 0 0 0 #0 #OBJECTS #6000 holding cell keycard~ Holding Cell Keycard~ &WA small keycard lays here.&D~ ~ 9 0 1 0 0 0 0 1 0 0 #6001 storage keycard~ Storage Keycard~ &WA small keycard lays here.&D~ ~ 9 0 1 0 0 0 0 1 0 0 #6002 captain keycard~ Captain Keycard~ &WA small keycard lays here.&D~ ~ 9 0 1 0 0 0 0 1 0 0 #6003 storage disk~ Storage Disk~ &WA small disk lays here.&D~ ~ 9 0&16 1 0 0 0 0 1 0 0 #6004 communication array tool~ Communication Array Tool~ &WA strange tool lays here.&D~ ~ 9 0&16 1 0 0 0 0 1 0 0 #6005 drakes armor~ Drakes Armor~ &WA large set of armor lays here.&D~ ~ 9 0 1 0 0 0 0 1 0 0 #6006 drake two armor~ &zDr&wak&zes &zAr&wm&zor&D~ &WA large set of armor lays here.&D~ ~ 9 2 9 0 40 0 0 50000000 125000000 1 0 0 #0 #ROOMS #6000 &Y(&RSpacestation&Y) &w- &WDocking Bay&D~ &zAs you step out into the docking bay you don't see anyone in sight. Looking about the docking bay you see many large crates that are open and a few that have yet to be opened. As you start to walk farther into the docking bay you see a few other landing pads with ships on them but yet you still don't see anyone around. ~ 0 0 1 D0 ~ ~ 0 -1 6001 > entry_prog 100~ if carryingvnum($n) 6003 mpforce $n junk storage else endif ~ > entry_prog 100~ if carryingvnum($n) 6004 mpforce $n junk communication else endif ~ > entry_prog 100~ if carryingvnum($n) 6005 mpforce $n junk drakes else endif ~ | S #6001 &Y(&RSpacestation&Y) &w- &WDocking Bay&D~ &zAs you step out into the docking bay you don't see anyone in sight. Looking about the docking bay you see many large crates that are open and a few that have yet to be opened. As you start to walk farther into the docking bay you see a few other landing pads with ships on them but yet you still don't see anyone around. ~ 0 0 1 D0 ~ ~ 0 -1 6004 D1 ~ ~ 0 -1 6003 D2 ~ ~ 0 -1 6000 D3 ~ ~ 0 -1 6002 > entry_prog 100~ if carryingvnum($n) 6003 mpforce $n junk storage else endif ~ > entry_prog 100~ if carryingvnum($n) 6004 mpforce $n junk communication else endif ~ > entry_prog 100~ if carryingvnum($n) 6005 mpforce $n junk drakes else endif ~ | S #6002 &Y(&RSpacestation&Y) &w- &WDocking Bay&D~ &zAs you step out into the docking bay you don't see anyone in sight. Looking about the docking bay you see many large crates that are open and a few that have yet to be opened. As you start to walk farther into the docking bay you see a few other landing pads with ships on them but yet you still don't see anyone around. ~ 0 0 1 D1 ~ ~ 0 -1 6001 > entry_prog 100~ if carryingvnum($n) 6003 mpforce $n junk storage else endif ~ > entry_prog 100~ if carryingvnum($n) 6004 mpforce $n junk communication else endif ~ > entry_prog 100~ if carryingvnum($n) 6005 mpforce $n junk drakes else endif ~ | S #6003 &Y(&RSpacestation&Y) &w- &WDocking Bay&D~ &zAs you step out into the docking bay you don't see anyone in sight. Looking about the docking bay you see many large crates that are open and a few that have yet to be opened. As you start to walk farther into the docking bay you see a few other landing pads with ships on them but yet you still don't see anyone around. ~ 0 0 1 D3 ~ ~ 0 -1 6001 > entry_prog 100~ if carryingvnum($n) 6003 mpforce $n junk storage else endif ~ > entry_prog 100~ if carryingvnum($n) 6004 mpforce $n junk communication else endif ~ > entry_prog 100~ if carryingvnum($n) 6005 mpforce $n junk drakes else endif ~ | S #6004 &Y(&RSpacestation&Y) &w- &WDocking Bay&D~ &zAs you step out into the docking bay you don't see anyone in sight. Looking about the docking bay you see many large crates that are open and a few that have yet to be opened. As you start to walk farther into the docking bay you see a few other landing pads with ships on them but yet you still don't see anyone around. ~ 0 0 1 D0 ~ ~ 0 -1 6007 D1 ~ ~ 0 -1 6006 D2 ~ ~ 0 -1 6001 D3 ~ ~ 0 -1 6005 > entry_prog 100~ if carryingvnum($n) 6003 mpforce $n junk storage else endif ~ > entry_prog 100~ if carryingvnum($n) 6004 mpforce $n junk communication else endif ~ > entry_prog 100~ if carryingvnum($n) 6005 mpforce $n junk drakes else endif ~ > act_prog p Drake arrives~ if mobinroom(6004) == 1 mpforce drake2 follow self mpforce drake2 say Thank you for bringing me here. mpforce drake2 mpoload 6006 mpforce drake2 say Here is my armor just like we agreed too. mpforce drake2 drop armor mpforce drake2 say Thank you once again. mpforce drake2 smile mppurge drake2 else endif ~ | S #6005 &Y(&RSpacestation&Y) &w- &WDocking Bay&D~ &zAs you step out into the docking bay you don't see anyone in sight. Looking about the docking bay you see many large crates that are open and a few that have yet to be opened. As you start to walk farther into the docking bay you see a few other landing pads with ships on them but yet you still don't see anyone around. ~ 0 0 1 D1 ~ ~ 0 -1 6004 > entry_prog 100~ if carryingvnum($n) 6003 mpforce $n junk storage else endif ~ > entry_prog 100~ if carryingvnum($n) 6004 mpforce $n junk communication else endif ~ > entry_prog 100~ if carryingvnum($n) 6005 mpforce $n junk drakes else endif ~ | S #6006 &Y(&RSpacestation&Y) &w- &WDocking Bay&D~ &zAs you step out into the docking bay you don't see anyone in sight. Looking about the docking bay you see many large crates that are open and a few that have yet to be opened. As you start to walk farther into the docking bay you see a few other landing pads with ships on them but yet you still don't see anyone around. ~ 0 0 1 D3 ~ ~ 0 -1 6004 > entry_prog 100~ if carryingvnum($n) 6003 mpforce $n junk storage else endif ~ > entry_prog 100~ if carryingvnum($n) 6004 mpforce $n junk communication else endif ~ > entry_prog 100~ if carryingvnum($n) 6005 mpforce $n junk drakes else endif ~ | S #6007 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6008 D2 ~ ~ 0 -1 6004 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6008 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6009 D2 ~ ~ 0 -1 6007 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6009 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6010 D2 ~ ~ 0 -1 6008 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6010 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You notice that the humming gets stronger here, and seems to be coming from the west. ~ 0 0 1 D2 ~ ~ 0 -1 6009 D3 ~ ~ 0 -1 6011 D6 ~ ~ 0 -1 6017 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6011 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D1 ~ ~ 0 -1 6010 D3 ~ ~ 0 -1 6012 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6012 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D1 ~ ~ 0 -1 6011 D3 ~ ~ 0 -1 6013 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6013 &Y(&RSpacestation&Y) &w- &WBrig&D~ &zEntering the brig you notice right away there are 3 holding cells, one in each corner along with one directly center of the room. You see near the center of the room a large control panel with lights flashing on it. As you start to walk farther into the brig you see a few medical beds along the west wall. Looking around you see near the west wall of the room some tables with what looks to be medical supplies laying on top of them. ~ 0 0 1 D1 ~ ~ 0 -1 6012 D3 ~ door~ 7 6000 6016 D7 ~ door~ 7 6000 6014 D9 ~ door~ 7 6000 6015 E panel~ &z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D &z- -&D &z- &WTo access the holding cells say:&z -&D &z- -&D &z- &WUnlock cell 1&z -&D &z- &WUnlock cell 2&z -&D &z- &WUnlock cell 3&z -&D &z- &Wrelease me&z -&D &z- -&D &z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D ~ > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6014 &Y(&RSpacestation&Y) &w- &WHolding Cell&D~ &zAs you enter the holding cell you notice there is nothing along the cold steel walls but a few air holes near the top of the cell. Looking around the cell you see there is a drain at the center of it along with a small steel toilet near the back of the cell. ~ 0 0 1 D8 ~ door~ 7 6000 6013 S #6015 &Y(&RSpacestation&Y) &w- &WHolding Cell&D~ &zAs you enter the holding cell you notice there is nothing along the cold steel walls but a few air holes near the top of the cell. Looking around the cell you see there is a drain at the center of it along with a small steel toilet near the back of the cell. ~ 0 0 1 D6 ~ door~ 7 6000 6013 > entry_prog 100~ if mobinroom(6003) == 1 mpforce drake say Thank god someone has come! mpforce drake say I have been stuck here for weeks without food! mpforce drake say Can you help me get out of here and maybe find a way home? else endif ~ > speech_prog p no~ if mobinroom(6003) == 1 mpforce drake say Then screw you too!! mpforce drake say I won't be stuck here any longer! mpforce drake say And you will die for trying to keep me here! mpforce drake mpkill $n else endif ~ > speech_prog p yes~ if mobinroom(6003) == 1 mpforce drake say I will meet you in at the bridge control console. mpforce drake smile mptransfer drake 6055 else endif ~ | S #6016 &Y(&RSpacestation&Y) &w- &WHolding Cell&D~ &zAs you enter the holding cell you notice there is nothing along the cold steel walls but a few air holes near the top of the cell. Looking around the cell you see there is a drain at the center of it along with a small steel toilet near the back of the cell. ~ 0 0 1 D1 ~ door~ 7 6000 6013 S #6017 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D6 ~ ~ 0 -1 6018 D9 ~ ~ 0 -1 6010 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6018 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6022 D1 ~ ~ 0 -1 6019 D9 ~ ~ 0 -1 6017 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6019 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D1 ~ ~ 0 -1 6020 D3 ~ ~ 0 -1 6018 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6020 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D1 ~ ~ 0 -1 6021 D3 ~ ~ 0 -1 6019 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6021 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D2 ~ door~ 7 6001 6056 D3 ~ ~ 0 -1 6020 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6022 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6023 D2 ~ ~ 0 -1 6018 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6023 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6024 D2 ~ ~ 0 -1 6022 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6024 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D2 ~ ~ 0 -1 6023 D7 ~ ~ 0 -1 6025 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6025 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D3 ~ ~ 0 -1 6026 D8 ~ ~ 0 -1 6024 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6026 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D1 ~ ~ 0 -1 6025 D7 ~ ~ 0 -1 6027 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6027 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6028 D8 ~ ~ 0 -1 6026 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6028 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6029 D2 ~ ~ 0 -1 6027 > act_prog p Drake arrives~ if mobinroom(6004) == 1 mea $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mer $n &YYou hear a loud beeping then seconds later you see a large attack android before you!&D mpmload 6005 mpforce attack mpkill drake2 else endif ~ | S #6029 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6030 D2 ~ ~ 0 -1 6028 > entry_prog 100~ if mobinroom(6004) == 1 mpforce drake2 follow $n mpforce $n group drake2 mpforce drake2 say lets get out of here. else endif ~ | S #6030 &Y(&RSpacestation&Y) &w- &WElevator&D~ &zAs you enter the elevator you notice there is a control panel on the wall next to the doors along with a intercom panel on the other side of the doors. You hear a humming come from the top and bottom of the elevator. Near the roof of the elevator you see a small viewing screen. ~ 0 0 1 D2 ~ ~ 0 -1 6029 E panel~ &z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D &z- -&D &z- &WTo visit the next floor say:&z -&D &z- -&D &z- &Wlevel two&z -&D &z- &Wlevel three&z -&D &z- -&D &z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D ~ > speech_prog p level two~ mea $n &YThe doors slide shut as you hear the elevator warm up and start to move up.&D mer $n &YThe doors slide shut as you hear the elevator warm up and start to move up.&D mptrans $n 6031 mpat $n mpforce $n look ~ > speech_prog p level three~ mea $n &YThe doors slide shut as you hear the elevator warm up and start to move up.&D mer $n &YThe doors slide shut as you hear the elevator warm up and start to move up.&D mptrans $n 6046 mpat $n mpforce $n look ~ | S #6031 &Y(&RSpacestation&Y) &w- &WElevator&D~ &zAs you enter the elevator you notice there is a control panel on the wall next to the doors along with a intercom panel on the other side of the doors. You hear a humming come from the top and bottom of the elevator. Near the roof of the elevator you see a small viewing screen. ~ 0 0 1 D2 ~ ~ 0 -1 6032 E panel~ &z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D &z- -&D &z- &WTo visit the next floor say:&z -&D &z- -&D &z- &Wlevel one&z -&D &z- &Wlevel three&z -&D &z- -&D &z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D ~ > speech_prog p level one~ mea $n &YThe doors slide shut as you hear the elevator warm up and start to move down.&D mer $n &YThe doors slide shut as you hear the elevator warm up and start to move down.&D mptrans $n 6030 mpat $n mpforce $n look ~ > speech_prog p level three~ mea $n &YThe doors slide shut as you hear the elevator warm up and start to move up.&D mer $n &YThe doors slide shut as you hear the elevator warm up and start to move up.&D mptrans $n 6046 mpat $n mpforce $n look ~ | S #6032 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6031 D2 ~ ~ 0 -1 6033 S #6033 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6032 D1 ~ ~ 0 -1 6034 D3 ~ ~ 0 -1 6041 S #6034 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D1 ~ ~ 0 -1 6035 D3 ~ ~ 0 -1 6033 S #6035 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6040 D1 ~ ~ 0 -1 6036 D3 ~ ~ 0 -1 6034 S #6036 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D1 ~ ~ 0 -1 6037 D2 ~ ~ 0 -1 6039 D3 ~ ~ 0 -1 6035 S #6037 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6038 D3 ~ ~ 0 -1 6036 S #6038 &Y(&RSpacestation&W) &w- &WLiving Quarters&D~ &zAs you enter the living quarters you see a few beds that line the walls. You see a intercom near the door along with some personal lockers near the back of the room. On the upper top of corner of the room you see a large viewing screen. In the center of the room you see a small table with some chairs around it. ~ 0 0 1 D2 ~ ~ 0 -1 6037 S #6039 &Y(&RSpacestation&W) &w- &WLiving Quarters&D~ &zAs you enter the living quarters you see a few beds that line the walls. You see a intercom near the door along with some personal lockers near the back of the room. On the upper top of corner of the room you see a large viewing screen. In the center of the room you see a small table with some chairs around it. ~ 0 0 1 D0 ~ ~ 0 -1 6036 S #6040 &Y(&RSpacestation&W) &w- &WLiving Quarters&D~ &zAs you enter the living quarters you see a few beds that line the walls. You see a intercom near the door along with some personal lockers near the back of the room. On the upper top of corner of the room you see a large viewing screen. In the center of the room you see a small table with some chairs around it. ~ 0 0 1 D2 ~ ~ 0 -1 6035 S #6041 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D1 ~ ~ 0 -1 6033 D3 ~ ~ 0 -1 6042 S #6042 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D1 ~ ~ 0 -1 6041 D3 ~ ~ 0 -1 6043 S #6043 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D1 ~ ~ 0 -1 6042 D3 ~ ~ 0 -1 6044 S #6044 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D1 ~ ~ 0 -1 6043 D3 ~ ~ 0 -1 6045 S #6045 &Y(&RSpacestation&Y) &w- &WMess Hall&D~ &zEntering the mess hall you see many tables that line the room in neat rows. You see a large kitchen in the back along with a bar to server the food. As you look around you notice there are a few intercom panels along the walls. You see a large door to the back west wall of the room with a lable over top of the door that reads "Freezer". ~ 0 0 1 D1 ~ ~ 0 -1 6044 S #6046 &Y(&RSpacestation&Y) &w- &WElevator&D~ &zAs you enter the elevator you notice there is a control panel on the wall next to the doors along with a intercom panel on the other side of the doors. You hear a humming come from the top and bottom of the elevator. Near the roof of the elevator you see a small viewing screen. ~ 0 0 1 D2 ~ ~ 0 -1 6047 E panel~ &z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D &z- -&D &z- &WTo visit the next floor say:&z -&D &z- -&D &z- &Wlevel one&z -&D &z- &Wlevel two&z -&D &z- -&D &z-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-&D ~ > speech_prog p level two~ mea $n &YThe doors slide shut as you hear the elevator warm up and start to move down.&D mer $n &YThe doors slide shut as you hear the elevator warm up and start to move down.&D mptrans $n 6031 mpat $n mpforce $n look ~ > speech_prog p level one~ mea $n &YThe doors slide shut as you hear the elevator warm up and start to move down.&D mer $n &YThe doors slide shut as you hear the elevator warm up and start to move down.&D mptrans $n 6030 mpat $n mpforce $n look ~ | S #6047 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6046 D2 ~ ~ 0 -1 6048 S #6048 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6047 D1 ~ door~ 7 6002 6049 D2 ~ ~ 0 -1 6050 S #6049 &Y(&RSpacestation&Y) &w- &WCaptains Office&D~ &zAs you enter this room you notice that it is very large with a single bed that hangs from the side of the back wall. In the center of the wall you see a large desk with a holographic screen and keyboard. You see a large chair behind the desk with two chairs in front of it. Walking farther into the room you see there are a few papers scattered across the top of the desk along with a intercom panel imbedded into the desk top. ~ 0 0 1 D3 ~ door~ 7 6002 6048 S #6050 &Y(&RSpacestation&Y) &w- &WHallway&D~ &zUpon entering the spacestation hallway you notice that the walls are made of steel and look bare besides a intercom panel that is imbedded into the wall. Looking around the hallway you notice that there is no one in sight at all. You hear humming echo through the hall coming from up ahead. ~ 0 0 1 D0 ~ ~ 0 -1 6048 D2 ~ ~ 0 -1 6051 S #6051 &Y(&RSpacestation&Y) &w- &WControl Bridge&D~ &zEntering the bridge you see a huge window near the front that shows the docking bay and the wide open space that is outside. As you walk farther into you see many control consoles along with chairs stationed around the room. Near the center of the room you see a large control console with a single chair behind it. ~ 0 0 1 D0 ~ ~ 0 -1 6050 D2 ~ ~ 0 -1 6052 S #6052 &Y(&RSpacestation&Y) &w- &WControl Bridge&D~ &zEntering the bridge you see a huge window near the front that shows the docking bay and the wide open space that is outside. As you walk farther into you see many control consoles along with chairs stationed around the room. Near the center of the room you see a large control console with a single chair behind it. ~ 0 0 1 D0 ~ ~ 0 -1 6051 D2 ~ ~ 0 -1 6053 S #6053 &Y(&RSpacestation&Y) &w- &WControl Bridge&D~ &zEntering the bridge you see a huge window near the front that shows the docking bay and the wide open space that is outside. As you walk farther into you see many control consoles along with chairs stationed around the room. Near the center of the room you see a large control console with a single chair behind it. ~ 0 0 1 D0 ~ ~ 0 -1 6052 D2 ~ ~ 0 -1 6054 S #6054 &Y(&RSpacestation&Y) &w- &WControl Bridge&D~ &zEntering the bridge you see a huge window near the front that shows the docking bay and the wide open space that is outside. As you walk farther into you see many control consoles along with chairs stationed around the room. Near the center of the room you see a large control console with a single chair behind it. ~ 0 0 1 D0 ~ ~ 0 -1 6053 D2 ~ ~ 0 -1 6055 S #6055 &Y(&RSpacestation&Y) &w- &WControl Console&D~ &zAs you get behind the control console you see many flashing lights along with a few screens that are displaying different parts of the spacestation.As you look around you notice that there is a bit of dust on the console along with the chair. When you look through the large window in front of you, you see the docking bay doors along with a door not far away from the docking bay that reads "Storage" in large bright red letters. ~ 0 0 1 D0 ~ ~ 0 -1 6054 > entry_prog 100~ if mobinroom(6003) == 1 mpforce drake say Great you made it! mpforce drake smile mpforce drake say I looked over the control console and found out that it needs mpforce drake say to be repaired, it looks like someone smashed the communication array. mpforce drake sigh mpforce drake say If you could go check out the storage room you might find the mpforce drake say parts I need to fix this. else endif ~ > speech_prog p ok~ if mobinroom(6003) == 1 mpforce drake say You need to find a disk that is handed out to all the crew. mpforce drake say That disk contains the password for the storage area. mpforce drake say The second level is where the crews living quarters are mpforce drake say you might find the disk there. else endif ~ > speech_prog p i have the disk~ if carryingvnum($n) 6003 if mobinroom(6003) == 1 mpforce drake smile mpforce $n give disk drake mpforce drake emote puts the disk into the control console junk disk mpforce drake say it looks like the password for the storage area is: 677389002 else endif endif ~ > speech_prog p i have the communication array tool~ if carryingvnum($n) 6004 if mobinroom(6003) == 1 mpforce drake say Great! let me see it and I will get to work mpforce $n give tool drake mpforce drake emote walks up to the console and starts to work on it mpsleep 4 mpforce drake say That should do it. mpforce drake say I hit the com signle for someone I know to pick me up. mpforce drake say Could you do one last thing for me? else endif endif ~ > speech_prog p sure~ if mobinroom(6003) == 1 mpforce drake say The Captain of this ship took my armor when they stuck mpforce drake say me in that holding cell. mpforce drake say Could you get my armor back for me? else endif ~ > speech_prog p I will get your armor~ if mobinroom(6003) == 1 mpforce drake say Great! mpforce drake say The password into the Captains Office is: 7003682 mpforce drake smile else endif ~ > speech_prog p i have your armor~ if carryingvnum($n) 6005 if mobinroom(6003) == 1 mpforce drake grin mpforce drake say Thank you! mpforce $n give drakes drake mpforce drake say Well now that I have my armor there is no need for you! cackle mppurge drake mpmload 6004 mpforce drake2 mpkill $n else endif endif ~ > speech_prog p i will take you to the docking bay~ if mobinroom(6004) == 1 mpforce drake2 say Great. mpforce drake2 say meet me on the first floor and I will follow you from there. mpoload 1104 mpoload 1104 mpoload 1104 mpoload 1104 mpoload 1104 mpoload 1104 mpoload 1104 mpoload 1104 mpoload 1104 mpoload 1104 give bean drake2 give bean drake2 give bean drake2 give bean drake2 give bean drake2 give bean drake2 give bean drake2 give bean drake2 give bean drake2 give bean drake2 mptrans drake2 6029 else endif ~ | S #6056 &Y(&RSpacestation&Y) &w- &WStorage Area&D~ &zAs you enter the storage area you see many lockers and crates spread out across the whole area. Walking farther into the room you see some mechanical parts laying around on the tables that line the walls. You see a large viewing screen on west wall of the room with a intercom panel below the screen. ~ 0 0 1 D0 ~ door~ 7 6001 6021 D2 ~ ~ 0 -1 6057 S #6057 &Y(&RSpacestation&Y) &w- &WStorage Area&D~ &zAs you enter the storage area you see many lockers and crates spread out across the whole area. Walking farther into the room you see some mechanical parts laying around on the tables that line the walls. You see a large viewing screen on west wall of the room with a intercom panel below the screen. ~ 0 0 1 D0 ~ ~ 0 -1 6056 D1 ~ ~ 0 -1 6061 D2 ~ ~ 0 -1 6058 D3 ~ ~ 0 -1 6062 S #6058 &Y(&RSpacestation&Y) &w- &WStorage Area&D~ &zAs you enter the storage area you see many lockers and crates spread out across the whole area. Walking farther into the room you see some mechanical parts laying around on the tables that line the walls. You see a large viewing screen on west wall of the room with a intercom panel below the screen. ~ 0 0 1 D0 ~ ~ 0 -1 6057 D1 ~ ~ 0 -1 6060 D3 ~ ~ 0 -1 6059 S #6059 &Y(&RSpacestation&Y) &w- &WStorage Area&D~ &zAs you enter the storage area you see many lockers and crates spread out across the whole area. Walking farther into the room you see some mechanical parts laying around on the tables that line the walls. You see a large viewing screen on west wall of the room with a intercom panel below the screen. ~ 0 0 1 D1 ~ ~ 0 -1 6058 S #6060 &Y(&RSpacestation&Y) &w- &WStorage Area&D~ &zAs you enter the storage area you see many lockers and crates spread out across the whole area. Walking farther into the room you see some mechanical parts laying around on the tables that line the walls. You see a large viewing screen on west wall of the room with a intercom panel below the screen. ~ 0 0 1 D3 ~ ~ 0 -1 6058 S #6061 &Y(&RSpacestation&Y) &w- &WStorage Area&D~ &zAs you enter the storage area you see many lockers and crates spread out across the whole area. Walking farther into the room you see some mechanical parts laying around on the tables that line the walls. You see a large viewing screen on west wall of the room with a intercom panel below the screen. ~ 0 0 1 D3 ~ ~ 0 -1 6057 S #6062 &Y(&RSpacestation&Y) &w- &WStorage Area&D~ &zAs you enter the storage area you see many lockers and crates spread out across the whole area. Walking farther into the room you see some mechanical parts laying around on the tables that line the walls. You see a large viewing screen on west wall of the room with a intercom panel below the screen. ~ 0 0 1 D1 ~ ~ 0 -1 6057 S #6063 Floating in a void~ ~ 0 4 1 S #6064 Floating in a void~ ~ 0 4 1 S #6065 Floating in a void~ ~ 0 4 1 S #6066 Floating in a void~ ~ 0 4 1 S #6067 Floating in a void~ ~ 0 4 1 S #6068 Floating in a void~ ~ 0 4 1 S #6069 Floating in a void~ ~ 0 4 1 S #6070 Floating in a void~ ~ 0 4 1 S #0 #RESETS M 1 6000 1 6013 G 1 6000 1 D 0 6013 3 2 D 0 6013 7 2 D 0 6013 9 2 M 1 6001 1 6021 G 1 6001 1 D 0 6021 2 2 M 1 6002 1 6048 G 1 6002 1 D 0 6048 1 2 M 1 6003 1 6015 M 1 6000 2 6015 G 1 6000 1 D 0 6015 6 2 M 1 6000 3 6016 G 1 6000 1 D 0 6016 1 2 M 1 6000 4 6014 G 1 6000 1 D 0 6014 8 2 M 1 6001 2 6056 G 1 6001 1 D 0 6056 0 2 O 1 6004 1 6060 O 1 6003 1 6039 M 1 6002 2 6049 G 1 6002 1 O 1 6005 1 6049 D 0 6049 3 2 S #SHOPS 0 #REPAIRS 0 #SPECIALS S #$